The revenue in the esports market in Indonesia was forecast to continuously increase between 2024 and 2028 by in total 2.8 million U.S. dollars (+25.34 percent). After the ninth consecutive increasing year, the indicator is estimated to reach 13.88 million U.S. dollars and therefore a new peak in 2028. Notably, the revenue of the esports market was continuously increasing over the past years.
Data provided by Statista Market Insights are estimates.
Definition:
Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.
Structure:
The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.
Additional information:
The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue. Key players of the market include companies or teams such as FaZe, Cloud9 or TSM. For more information on the data displayed, use the info button right next to the boxes.
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Statista. (January 12, 2024). Revenue of the esports industry in Indonesia 2019-2028 (in million U.S. dollars) [Graph]. In Statista. Retrieved August 25, 2024, from https://www.statista.com/forecasts/1372017/indonesia-esports-revenue
Statista. "Revenue of the esports industry in Indonesia 2019-2028 (in million U.S. dollars)." Chart. January 12, 2024. Statista. Accessed August 25, 2024. https://www.statista.com/forecasts/1372017/indonesia-esports-revenue
Statista. (2024). Revenue of the esports industry in Indonesia 2019-2028 (in million U.S. dollars). Statista. Statista Inc.. Accessed: August 25, 2024. https://www.statista.com/forecasts/1372017/indonesia-esports-revenue
Statista. "Revenue of The Esports Industry in Indonesia 2019-2028 (in Million U.S. Dollars)." Statista, Statista Inc., 12 Jan 2024, https://www.statista.com/forecasts/1372017/indonesia-esports-revenue
Statista, Revenue of the esports industry in Indonesia 2019-2028 (in million U.S. dollars) Statista, https://www.statista.com/forecasts/1372017/indonesia-esports-revenue (last visited August 25, 2024)
Revenue of the esports industry in Indonesia 2019-2028 (in million U.S. dollars) [Graph], Statista, January 12, 2024. [Online]. Available: https://www.statista.com/forecasts/1372017/indonesia-esports-revenue